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User:Eiji-kun/Complete Transportation/Sky Vehicles/Components

12,305 bytes added, 23:34, 10 November 2011
It's comin'
===Propulsion, Gas Balloon===
Gas balloon propulsion only provides lift in the vertical direction, rising or lowering an aircraft by the controlled release of lighter-than-air gases. Gas balloons are weak and prone to puncture and damage but their control systems are small and compact. This component is composed of the actual balloon and tanks of compressed gas, as well as a method of extracting more gas from its surroundings. Gas balloons are flammable; any fire damage taken bypasses hardness and deals 50% additional damage. Internal gas balloons can be folded up and stored while not in use, in which case the size penalty it inflicts does not apply. Gas balloons do not require air, but do require a small amount of air pressure to function.
Gas balloons have a maximum fly speed of 50 mph (perfect) vertically, and a carrying capacity of 2000 lbs. The balloon is large, adding a culmilative -1 size penalty to AC, but it can travel horizontally at the speed of, and in the direction of, any wind currents to a maximum safe speed 30 mph (clumsey). It does not consume fuel.
===Propulsion, Heat Balloon===
Heat balloon propulsion only provides lift in the vertical direction, rising or lowering an aircraft by the controlled release of lighter-than-air gases. Heat balloons are weak and prone to puncture and damage but their control systems are small and compact. This component is composed of the actual balloon and a heating system which consumes fuel directly with no need for an engine. Unlike gas balloons, heat balloons are not flammable but they consume fuel in their use. Internal heat balloons can be folded up and stored while not in use, in which case the size penalty it inflicts does not apply. Heat balloons do not require air, but do require a small amount of air pressure to function.
Heat balloons have a maximum fly speed of 50 mph (perfect) vertically, and a carrying capacity of 2000 lbs. The balloon is large, adding a culmilative -1 size penalty to AC, but it can travel horizontally at the speed of, and in the direction of, any wind currents to a maximum safe speed 30 mph (clumsey). Heat balloons use gas as fuel, consuming 1 unit per hour during normal operation.
===Propulsion, Jet===
Jet propulsion generates thrust by compressing air through an intake and combusting it with fuel, blasting it out at high pressure and speed. They are extremely effective thrust to weight and quite fast. However they consume a fair amount of fuel for their operation. Jets generate thrust in whatever direction they are pointed, so vertical thrust must come from wings, or by directing the jet upwards. Internal jets can fold into the body when not in use, protecting them, but they cannot be used while stored inside. Jets require air to breath and function.
Jets have a maximum fly speed of 500 mph (clumsy), and a carrying capacity of 8000 lbs. Jets use gas as fuel, consuming 10 units per hour of normal operation.
===Propulsion, Ramjet===
Ramjet engines are even more powerful than normal jet engines, designed largely for supersonic craft. They function by gulping down air moving at high speed and combusting it to generate even higher thrust. Because of this, ramjets cannot operate at all at speeds of 500 mph or under, they require another source of propulsion to move forward, and they must always be pointed in the direction of travel. Internal ramjets can fold into the body when not in use, protecting them, but they cannot be used while stored inside. Ramjets require air to breath and function.
Ramjets have a maximum fly speed of 1500 mph (clumsy), and a carrying capacity of 25,000 lbs. Ramjets use gas as fuel, consuming 20 units per hour during normal operation.
''External or Internal; requires 8 component spaces; hardness as vehicle; 50 hp; weight- 200 lbs (Empty); [[Cost::2500 gp]]''
 
===Propulsion, Rocket===
Rocket engines mix chemicals to produce extremely powerful thrust that requires no intake. They are very effective but often hard to control and consumes mass amounts of fuel. Internal rockets can fold into the body when not in use, protecting them, but they cannot be used while stored inside. Rockets do not require air to breath and function.
 
Rockets have a maximum fly speed of 10,000 mph (clumsy), and a carrying capacity of 40,000 lbs. Rockets either use solid propellant as fuel, or use gas and oxygen (which must be in two separate tanks), consuming 1 units per ''round'' during normal operation from either applicable fuel sources.
 
'''Broken Condition:''' Carry capacity is halved.
 
''External or Internal; requires 10 component spaces; hardness as vehicle; 50 hp; weight- 200 lbs (Empty); [[Cost::2500 gp]]''
===Propulsion, Antigrav===
Antigrav propulsion is a catch-all system of propulsion which includes antigravity, magnetic lift, or just plain magic powers. Whatever the means, antigrav thrust has no exhaust and as such it can seem to hover or move without obvious engines in whatever direction it is pointed. It is additionally useful in that it can operate normally while buried internally, allowing cautious pilots to protect their vital engines. On the flip side, antigrav engines are energy hungry and bulky, making them inappropriate for certain craft. They have moderate thrust and carrying capacity for their consumption. Antigrav does not require air to function.
Antigrav has a maximum fly speed of 250 mph (perfect), and a carrying capacity of 2000 lbs. Antigrav propulsion require energy from a core. It consumes 10 energy points per hour during normal operation.
===Propulsion, Propeller===
Propeller engines work by rotating a propeller through the air at high speeds. It is a common and highly effective means to do so, as it consumes less fuel than jet engines but is limited to slower speeds. Propellers perform poorly at supersonic speeds; they take damage while traveling at these speeds unless they are stored away internally. Internal propellers can fold into the body when not in use, protecting them, but they cannot be used while stored inside. Propellers require air or some other medium to function.
Propellers have a maximum fly speed of 300 mph (poor), and a carrying capacity of 2000 lbs. Propellers require energy from a core. It consumes 5 energy points per hour during normal operation.
===Propulsion, Sail===
Sail propulsion is unique in that it requires no fuel or energy, and technically does not possess a maximum speed. It relies on large sails to catch the wind and drag it along at the speed of local wind conditions. In places with no wind, it has no thrust and cannot move. While slow and vulnerable to attack, sails are cheap to create and easy on the wallet with fuel costs. Sails require air or some other medium to function.
Sails maximum fly speed is based on the speed of the wind (clumsy). However, above 30 mph sails begin taking damage from strain. Severe winds deal 1d6 points of damage (before hardness) every minute. Windstorm winds deal 2d6. Hurricane winds deal 3d6. Tornado winds and above deal 4d6 points of damage every round. Only sails which have somehow been magically treated for hardness and durability can ensure such severe wind speeds. A sail has a carrying capacity of 1000 lbs, and do not require any fuel.
===Engine, Steam===
Engines generate power for the ship, which can then be fed to propulsion, weapons, and other systems. Energy generated is messured measured in Energy Points, and you can run as many systems which require energy as you have energy points to suffice. If the engine goes out, systems relying on its energy may fail too. For this reason most engines are built internal.
Steam engines operate off heating water to generate mechanical or electrical power. A steady supply of heat is assumed, making its main fuel requirement water. Steam engines provide 10 energy points, and consume 5 units of fuel every hour.
'''Broken Condition:''' Power output is halved. ''Internal or External; requires 10 component spaces; hardness as vehicle; 100 hp; weight- 100 lbs (Empty); [[Cost::1000 gp]]'' ===Engine, Free Energy===Engines generate power for the ship, which can then be fed to propulsion, weapons, and other systems. Energy generated is measured in Energy Points, and you can run as many systems which require energy as you have energy points to suffice. If the engine goes out, systems relying on its energy may fail too. For this reason most engines are built internal. Free energy engines are scientific, magical, or perpetual motion engines which do not consume fuel. It emits a steady amount of energy with no effort on its operators. Free energy engines provide 10 energy points. '''Broken Condition:''' Power output is halved. ''Internal or External; requires 10 component spaces; hardness as vehicle; 100 hp; weight- 100 lbs (Empty); [[Cost::1000 gp]]'' ===Engine, Manpower===Engines generate power for the ship, which can then be fed to propulsion, weapons, and other systems. Energy generated is measured in Energy Points, and you can run as many systems which require energy as you have energy points to suffice. If the engine goes out, systems relying on its energy may fail too. For this reason most engines are built internal. Manpower engines are flywheels, pedals, or some other creature-powered device which functions through the creature's mechanical work. Therefore, it consumes no fuel but is instead limited by the endurance of the creature powering it, and the energy provided is directly proportional to the creature's strength. Manpower engines provide 1 energy point per [[Strength]] bonus of the creature, and consume no fuel. However this counts as heavy work, and every hour the creature must make a DC 15 [[Fortitude]] save, +2 per extra hour. If the check fails, the character takes 1d6 points of nonlethal damage. A character who takes any nonlethal damage becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue. It’s possible for a character to work themselves into unconsciousness by pushing himself too hard. '''Broken Condition:''' Power output is halved (minimum 1). ''Internal or External; requires 2 component spaces; hardness as vehicle; 100 hp; weight- 100 lbs (Empty); [[Cost::1000 gp]]'' ===Engine, Nuclear===Engines generate power for the ship, which can then be fed to propulsion, weapons, and other systems. Energy generated is measured in Energy Points, and you can run as many systems which require energy as you have energy points to suffice. If the engine goes out, systems relying on its energy may fail too. For this reason most engines are built internal. Nuclear engines operate off heating water via radioactive materials to generate mechanical or electrical power. A steady supply of heat is assumed, making its main fuel requirement water. Steam engines provide 40 energy points, and consume 5 units of fuel every hour which makes them very effective, but they are also dangerous and the shielding around them is heavy. If damaged, they could pose a threat to the crew of the vehicle.  '''Broken Condition:''' Power output is halved. In addition, radiation leaks out in a 60 ft. radius forcing a Fortitude save DC 10 + 2 per extra minute spend in the area. Failing the save deals the user 1 point of [[Constitution]] damage. If the engine is destroyed, it sprays fallout over a 1 mile area. Any creature which spends more than 1 hour in the irradiated area takes 1 [[Constitution]] damage on a failed [[Fortitude]] save, DC 10 + 2 per extra hour spent in the area. Fallout remains for 1d4 weeks after the destruction. ''Internal or External; requires 20 component spaces; hardness as vehicle; 100 hp; weight- 1000 lbs (Empty); [[Cost::1000 gp]]'' ===Engine, Gas===Engines generate power for the ship, which can then be fed to propulsion, weapons, and other systems. Energy generated is measured in Energy Points, and you can run as many systems which require energy as you have energy points to suffice. If the engine goes out, systems relying on its energy may fail too. For this reason most engines are built internal. Gasm engines operate off burning combustible fuel to generate mechanical or electrical power. Its main fuel requirement is gas. Gas engines give a lot of power but consume more fuel. It provides 30 energy points, and consume 10 units of fuel every hour. '''Broken Condition:''' Power output is halved. ''Internal or External; requires 10 component spaces; hardness as vehicle; 100 hp; weight- 100 lbs (Empty); [[Cost::1000 gp]]'' ===Engine, Fiendish===Engines generate power for the ship, which can then be fed to propulsion, weapons, and other systems. Energy generated is measured in Energy Points, and you can run as many systems which require energy as you have energy points to suffice. If the engine goes out, systems relying on its energy may fail too. For this reason most engines are built internal. Fiendish engines are horrid, organic looking things which operate off drinking the blood of sentient creatures. The fresh blood of any creature with an [[intelligence]] score of 3 or higher will suffice. Fiendish engines provide 15 energy points, and consume 5 units of fuel every hour. Having a fiendish engine causes the ship has to radiate an aura of evil equal to a 5 HD evil outsider (the effective HD is cumulative if you possess multiple engines). '''Broken Condition:''' Power output is halved. ''Internal or External; requires 10component spaces; hardness as vehicle; 100 hp; weight- 100 lbs (Empty); [[Cost::1000 gp]]'' ===Deck, Basic===Vehicle decks are simple flat surfaces (usually with guard rails) on which to stand safely outside of the ship. The typical deck is a 10x10 square which is mounted on the body of the vehicle, and there are hooks to tie down or tether objects atop the vehicle. To increase the deck size, purchase multiple decks. '''Broken Condition:''' The deck becomes difficult terrain. ''Internal or External; requires 5 component spaces; hardness as vehicle; 100 hp; weight- N/A lbs (Empty); [[Cost::1000 gp]]'' ===Deck, Launch===Launch decks are flat surfaces designed to land and launch other vehicles upon. If launching a vehicle not capable of vertical take-off and landing, a launch deck is needed to launch the craft. A catapult is installed to double the effective speed of the lauching vehicles, and thus halve the distance needed to take off. The typical deck is a 10x10 square which is mounted on the body of the vehicle, and there are hooks and nets for launching and landing craft. To increase the deck size, purchase multiple decks. '''Broken Condition:''' The deck becomes difficult terrain. This may make launching craft difficult. ''Internal or External; requires 5 component spaces; hardness as vehicle; 100 hp; weight- N/A lbs (Empty); [[Cost::1000 gp]]'' ===Fuel Tank, Basic===Fuel tanks hold the vehicles fuel, which can be any liquid or gaseous substance such as water, gas, oxygen, blood, or other such materials, and then pump them to the appropriate jets, engines, or other fuel-consuming components. Most fuel tanks are stored internally to prevent damage. A fuel tank stores up to 50 units of its component fuel, to gain more space purchase more tanks. '''Broken Condition:''' You leak 5 point of fuel units every minute. ''Internal or External; requires 2 component spaces; hardness as vehicle; 100 hp; weight- N/A lbs (Empty); [[Cost::1000 gp]]'' ===Fuel Tank, Solid===Solid fuel tanks hold a solid chemical propellant which can be used for rockets. Most fuel tanks are stored internally to prevent damage. They are extremely dangerous, for once a component begins using fuel from a solid fuel tank the fuel will continue to be expended regardless if it is being used or not. The engine using such a source cannot be turned off, so solid fuel rockets tend to be for brief, massive bursts of speed. A solid fuel tank stores up to 20 units of its component fuel, to gain more space purchase more tanks. '''Broken Condition:''' Every round there is a 5% chance of explosion, dealing 1d6 points of damage to itself, the vehicle, and the surrounding 20 ft. radius per point of fuel remaining, [[Reflex]] save DC 15 for half. ''Internal or External; requires 2 component spaces; hardness as vehicle; 100 hp; weight- N/A lbs (Empty); [[Cost::1000 gp]]'' ===Fuel Tank, Vascular===Vascular fuel tanks function like normal fuel tanks, but have its fuel spread out evenly over the length of the ship. This makes for a more effective use of space, but is more costly. In addition any damage over 25 to the ship causes the loss of 1 fuel unit, though the tanks themselves can never be damaged in this way. Vascular fuel tanks are internal-only. A vascular fuel tank stores up to 50 units of its component fuel, to gain more space purchase more tanks. '''Broken Condition:''' N/A. ''Internal only; requires 2 component space; hardness as vehicle; 100 hp; weight- N/A lbs (Empty); [[Cost::1000 gp]]'' ===Frame, Dwarvencraft===Frame augmentations adjust the build of the ship itself. Dwarvencraft ships tend to be large and blocky in appearance, with sturdy supports. The hardness of the ship increases by +5, the weight of the ship is increased by 25%, and the ship gains 1 hp per component space for a vehicle of its size. '''Broken Condition:''' N/A. ''Internal only; requires 0 component space; hardness as vehicle; N/A hp; weight- see above; [[Cost::1000 gp]]'' ===Frame, Feycraft===Frame augmentations adjust the build of the ship itself. Feycraft ships tend to be light and delicate looking in appearance. The weight of the ship is ship is decreased by 25%, the maneuverability of the ship increases by 1, and the ship loses 1 hp per component space for a vehicle of its size. '''Broken Condition:''' N/A. ''Internal only; requires 0 component space; hardness as vehicle; N/A hp; weight- see above; [[Cost::1000 gp]]'' ===Frame, Packmule===Frame augmentations adjust the build of the ship itself. Packmile ships tend to be utilitarian and worn looking in appearance. The vehicle gains an additional 25% more component spaces for a vehicle its size (minimum 1) without actually increasing its size. '''Broken Condition:''' N/A. ''Internal only; requires 0 component space; hardness as vehicle; N/A hp; weight- see above; [[Cost::1000 gp]]'' ===Landing Gear, Basic===A vehicle usually needs to land. Your basic landing gear is a set of wheels capable of supporting the craft, as well as allowing it to roll along at a land speed of 10 ft. Most landing gear are internal so they can be pulled inside. If landing gear are external or they are deployed and in use, vehicles must travel slower than 100 mph or they will damage their landing gear, dealing 1d6 points of damage +1d6 for every 10 mph over being traveled until the landing gear are destroyed. Toggling your landing gear is a standard action. '''Broken Condition:''' The land speed drops to 5 ft and there is a 5% chance during the act of landing or taking off, the landing gear will break. ''External or Internal; requires 5 component space; hardness as vehicle; N/A hp; weight- see above; [[Cost::1000 gp]]'' ===Landing Gear, Stilt===A vehicle usually needs to land. Stilt landing gear are large, tall, and sharp legs which support a craft over difficult terrain. They are weaker and more vulnerable than normal landing gear, but it enables a vehicle to land even over a short forest canopy or other structure. Stilt legs project the ship up to 30 feet over the surface of the ground. Stilt landing gear do not responding grant a land speed. Most landing gear are internal so they can be pulled inside. If stilt landing gear are external or they are deployed and in use, vehicles must travel slower than 50 mph or they will damage their landing gear, dealing 1d6 points of damage +1d6 for every 10 mph over being traveled until the landing gear are destroyed. Toggling your landing gear is a standard action. '''Broken Condition:''' The safe maximum height is reduced to commands 20 ft. and there is a 5% chance during the act of landing or taking off, the landing gear will break. ''External or Internal; requires 10 component space; hardness as vehicle; N/A hp; weight- see above; [[Cost::1000 gp]]'' ===Landing Gear, Sled===A vehicle usually needs to land. Sled landing gear are pontoons designed to land on snow, sand, water, and other non-solid surfaces. Using the ships normal propulsion, it can slide over these surfaces. Sled landing gear do not grant a land speed. Most landing gear are internal so they can be pulled inside. If stilt landing gear are external or they are deployed and in that rounduse, vehicles must travel slower than 150 mph or they will damage their landing gear, dealing 1d6 points of damage +1d6 for every 10 mph over being traveled until the landing gear are destroyed. Toggling your landing gear is a standard action. '''Broken Condition:''' There is a 5% chance during the act of landing or taking off, the landing gear will break. ''External or Internal; requires 5 component space; hardness as vehicle; N/A hp; weight- see above; [[Cost::1000 gp]]'' ===Space, Living===Living spaces are interior spaces designed for creature comfort and use. It is a broad category area which can be used for anything: seating for passengers, kitchens, bathrooms, and other locations of creature comfort. If used for passengers, a single 10x10 cube of living space can fit 4 medium creatures comfortably and 8 medium creatures packed together. For additional space, purchase more living spaces'''Broken Condition:''' N/A
''Internal or Externalonly; requires 4 10 component spacesspace; hardness as vehicle; 100 N/A hp; weight- 100 lbs (Empty)see above; [[Cost::1000 gp]]''
'''Name:''' Steam Engine:''Pre-Requisites:'' Fuel Tank (water)===Space, Heat Source (typically coal)Living===:''Description:'' -:''Effect while Operartional:'' Provides moderate powerLiving spaces are interior spaces designed for creature comfort and use. It is a broad category area which can be used for anything:''Effect while Broken:'' Provides half powerseating for passengers, kitchens, bathrooms, and other locations of creature comfort.:''Effect while Destoyed/Obliterated:'' No power If used for passengers, a single 10x10 cube of living space can fit 4 medium creatures comfortably and 8 medium creatures packed together.:''Space Used:'' - cu For additional space, purchase more living spaces. ft., internal or external:''HD/Hardness/Hp:'' 4/10/40:''Price:'' - gp
'''Name:''' Free Energy Engine:''Pre-Requisites:'' -:''Description:'' -:''Effect while Operartional:'' Provides moderate power. No fuel consumed.:''Effect while BrokenCondition:'' Provides half power.:''Effect while Destoyed/Obliterated:'' No power.:''Space Used:'' - cu. ft., internal or external:''HD/Hardness/Hp:'' 4N/10/40:''Price:'' - gpA
'''Name:''' Human-Power Engine:''Pre-Requisites:'' -:''Description:'' -:''Effect while Operartional:'' Provides weak power. No fuel consumed so long Internal only; requires 10 component space; hardness as a creature is capable of running it.:''Effect while Broken:'' Provides half power.:''Effect while Destoyedvehicle; N/Obliterated:'' No power.:''Space Used:'' A hp; weight- cu. ft., internal or externalsee above; [[Cost:''HD/Hardness/Hp:1000 gp]]'' 2/10/20:''Price:'' - gp
'''Name:''' Nuclear Engine:''Pre-Requisites:'' Fuel Tank (water):''Description:'' -===Space, Engineering===:''Effect while Operartional:'Engineering spaces are places where the vehicle' Provides strong power s components and has low fuel consumptionsystems can be accessed without bringing it into port for inspection. May result in toxic fallout if damaged or destroyedThey are usually situated around key areas such as gun emplacements, engines, and other spots on the vehicle which may need repair.:''Effect while Broken:'' Provides half power They are equipped with safety rails and basic tools, as well as basic comfort though not to the degree as a living space. Releases toxins.:''Effect while Destoyed/Obliterated:'' No powerAs part of this, releases many toxins.:''Space Used:'engineering spaces are connected by a series of Jeffery' - cus Tubes which possible. ft Engineering rooms come in 10x10 cubes and should be places around key areas of the ship. For additional space, internal or external:''HD/Hardness/Hp:'' 6/10/60:''Price:'' - gppurchase more engineering spaces.
'''Name:''' Gas Engine:''Pre-Requisites:'' Fuel Tank (combustables):''Description:'' -:''Effect while Operartional:'' Provides strong power.:''Effect while BrokenCondition:'' Provides half power.:''Effect while Destoyed/Obliterated:'' No power.:''Space Used:'' - cu. ft., internal or external:''HD/Hardness/Hp:'' 4N/10/40:''Price:'' - gpA
'''Name:''' Fiendish Engine:''Pre-Requisites:'' Fuel Tank (blood):''Description:'' -:''Effect while Operartional:'' Provides moderate power. Radiates evil. Regenerates from damage. And of course, drinks blood.:''Effect while Broken:'' Provides half power.:''Effect while DestoyedInternal only; requires 10 component space; hardness as vehicle; N/Obliterated:'' No power.:''Space Used:'' A hp; weight- cu. ft., internal or externalsee above; [[Cost:''HD/Hardness/Hp:1000 gp]]'' 4/5/40:''Price:'' - gp
==Deck=Item Mount, Basic===Ships use mount to equip weaponry, cameras, radar, and shield units for use. The basic item mount directs its item in a fixed position (forward, backwards, left, right, up, or down) and any functions of said item are deployed in that direction. Internal item mounts are capable of pulling its item within the ship to protect and conceal it, but the item cannot be used while held internally. Damage to the item is considered damaged to the item mount as well, it does not have statistics separate from its held item.
'''Name:''' Standard Deck:''Pre-Requisites:'' -:''Description:'' -:''Effect while Operartional:'' A deck mount can hold up to stand on1 huge item.:''Effect while Broken:'' Deck is difficult terrain For larger items, purchase item mount multiple times.:''Effect while Destoyed/Obliterated:'' Deck cannot be stood upon.:''Space Used:'' - cu. ft Gargantuan items take up two item mounts, Colossal takes up four, Titanic takes up eight, and so on., external only:''HD/Hardness/Hp:'' 4/5/40:''Price:'' - gp
'''Name:''' Landing Deck:''Pre-Requisites:'' -:''Description:'' -:''Effect while Operartional:'' A deck for landing or launching ships on. May lead to a hanger.:''Effect while BrokenCondition:'' Deck is difficult terrain.:''Effect while Destoyed/Obliterated:'' Deck cannot be stood upon.:''Space Used:'' - cu. ftAs per the connected item., external only:''HD/Hardness/Hp:'' 6/10/60:''Price:'' - gp
==Fuel Tank==''External or Internal; requires 5 component space; hardness as vehicle; N/A hp; weight- see above; [[Cost::1000 gp]]''
'''Name:''' Standard Fuel Tank===Item Mount, Swivel===:''Pre-Requisites:'' -:''Description:'' -:''Effect while Operartional:'' Holds some kind Ships use mount to equip weaponry, cameras, radar, and shield units for use. TSwivel mounts function like item mounts, but are capable or swiveling which direction it faces. It can operate in any direction except opposite to its placement, so a swivel mount placed on the front of fluid fuelthe ship can operate forward, left, right, up, and down, but not backwards.:''Effect Internal item mounts are capable of pulling its item within the ship to protect and conceal it, but the item cannot be used while Broken:'' Fuel leaksheld internally.:''Effect while Destoyed/Obliterated:'' Fuel Damage to the item is goneconsidered damaged to the item mount as well, it does not have statistics separate from its held item.:''Space Used:'' - cu. ft., internal or external:''HD/Hardness/Hp:'' 4/10/40:''Price:'' - gp
'''Name:''' Solid Fuel Booster:''Pre-Requisites:'' -:''Description:'' -:''Effect while Operartional:'' Holds some kind of solid fuelA mount can hold up to 1 huge item. Once ignitedFor larger items, it cannot be shut offpurchase item mount multiple times. High energy per pound.:''Effect while Broken:'' Chance of explosion.:''Effect while Destoyed/Obliterated:'' Fuel is goneGargantuan items take up two item mounts, Colossal takes up four, Titanic takes up eight, explosion occursand so on.:''Space Used:'' - cu. ft., internal or external:''HD/Hardness/Hp:'' 6/10/60:''Price:'' - gp
'''Name:''' Vascular Fuel Tank:''Pre-Requisites:'' -:''Description:'' -Broken Condition:''Effect while Operartional:'' Fuel lines run all over As per the shipconnected item. More capacity in less effective space used than normal.:''Effect while Broken:'' -:''Effect while Destoyed/Obliterated:'' N/A. Ship destroyed.:''Space Used:'' - cu. ft., internal only:''HD/Hardness/Hp:'' 4/10/40:''Price:'' - gp
==Framework==''External or Internal; requires 8 component space; hardness as vehicle; N/A hp; weight- see above; [[Cost::1000 gp]]''
'''Name:''' Dwarvencraft Frame===Prow, Ramming===:Ramming prows enable ships to take on other ships in melee by slamming into them at top speed. This is a risky maneuver as it may damage the rammer''Pre-Requisites:'' -:''Description:'' -:''Effect while Operartional:'' Increase s vehicle as well, so it is usually done as a last resort. Ramming prows are often made of a material tougher than the rest of the ship hardness , which helps reduce damage. To use a ramming prow, a vehicle must charge and hpattack as a full round action.:''Effect while Broken:'' -:''Effect while Destoyed/Obliterated:'' N/A They deal 1d6 points of damage for every 25 mph they are traveling relative to the enemy ship, up to 20d6 at 400 mph. Ship This damage is destroyed.:''Space Used:dealt to the enemy ship, and half of the damage is dealt to the ramming ship'' - cus ram. ft., internal only: Any damage which bypasses the ram''HD/Hardness/Hp:'' +4 to pre-existing HD/+5 to pre-existing s hardness/+40 is dealt to pre-existing hp:''Price:'' - gpboth the ramming prow component and the vehicle as a whole.
'''Name:''' Feycraft Frame:''Pre-Requisites:'' -:''Description:'' -:''Effect while Operartional:'' Decrease In spite of being a prow, in theory you can add ramming prows to the top, bottom, left, right, and backwards portions of your ship weight and hp.:''Effect while Broken:'' -:''Effect while Destoyed/Obliterated:'' N/A. Ship is destroyedThe have a minor defensive benefit, as if vehicles ram the side of a ship with a ramming prow attachment, they take damage as if they have been rammed moving at the appropriate speed.:''Space Used:'' - cu. ft., internal only:''HD/Hardness/Hp:'' +4 to pre-existing HD/-3 to pre-existing hardness (minimum 0)/+10 to pre-existing hp:''Price:'' - gp
'''Name:''' Packmule Frame:''Pre-Requisites:'' -:''Description:'' -:''Effect while Operartional:'' Increase ship carry capacity and decrease cargo weight.:''Effect while Broken:'' -:''Effect while Destoyed/Obliterated:'' N/A. Ship It is destroyed.:''Space Used:'' - cu. ftpossible to have more than one prow at a time., internal only:''HD/Hardness/Hp:'' +2 to pre-existing HD/+0 to pre-existing hardness/+20 to pre-existing hp:''Price:'' - gp
==Landing Gear=='''Broken Condition:''' Damage is reduced to 1d4 per level.
'''Name:''' Standard Landing Gear:''Pre-Requisites:'' -:''Description:'' -:''Effect while Operartional:'' Wheels to land on. Internal version can be retracted, external can't and caps safe movement speed.:''Effect while Broken:'' You have a chance to destroy them on landing.:''Effect while DestoyedExternal only; requires 30 component space; hardness as vehicle; N/Obliterated:'' You lack wheels, hull takes damage from landing and/or its not on a stable surface.:''Space Used:'' A hp; weight- cu. ft., internal or externalsee above; [[Cost:''HD/Hardness/Hp:1000 gp]]'' 4/10/40:''Price:'' - gp
'''Name:''' Tall Landing Feet===Prow, Shield===:''Pre-Requisites:'' -:''Description:'' -:''Effect while Operartional:'' Long legs to land Shield prows effectively place a large tower shield onone side of the vehicle, providing additional defense. Can extend tall The side of the vehicle with the shielded prow gains a +4 cover bonus to land over difficult terrainAC, trees, houses, etcand doubles the AC bonus when fighting defensively. Same internal/external as landing gearShields are often places on locations with high-value components.:''Effect while Broken:'' You have In spite of being a chance prow, in theory you can add shield prows to destroy them on landing.:''Effect while Destoyed/Obliterated:'' You lack legsthe top, bottom, left, hull has to land on surfaceright, hull takes damage from landing and/or its backwards portions of your ship. The cover bonus does not on a stable surfacestack with itself.:''Space Used:'' - cu. ft., internal or external:''HD/Hardness/Hp:'' 2/10/20:''Price:'' - gp
'''Name:''' Landing Sleds:''Pre-Requisites:'' -:''Description:'' -:''Effect while Operartional:'' Sleds It is possible to land on, for landing on snow, sand, and water. Doubles as pontoons. Same internal/external issue.:''Effect while Broken:'' You have more than one prow at a chance to destroy them on landing.:''Effect while Destoyed/Obliterated:'' You lack sleds, hull takes damage from landing and/or its not on a stable surface.:''Space Used:'' - cu. fttime., internal or external:''HD/Hardness/Hp:'' 4/10/40:''Price:'' - gp
==Living Space=='''Broken Condition:''' Cover bonus is reduced to +2.
'''Name:''' Sleeping Compartments:''Pre-Requisites:'' -:''Description:'' -:''Effect while Operartional:'' Provides External only; requires 20 component space for sleeping.:''Effect while Broken:'' -:''Effect while Destoyed/Obliterated:'' ; hardness as vehicle; N/A. Ship is destroyed.:''Space Used:'' hp; weight- cu. ft., internal onlysee above; [[Cost:''HD/Hardness/Hp:'' 2/5/20:''Price:1000 gp]]'' - gp
'''Name:''' Common Area===Prow, Shock===:''Pre-Requisites:'' -:''Description:'' -:''Effect while Operartional:'' Space for anything. Add seats and its Ships traveling greater than 750 mph face of the perils of supersonic travel, which requires either a passenger plane. Add a table and its sturdy ship or a war roomshock prow to manage effectively. Add a stove A shock prow is placed in the direction of travel, and its a kitchen. Etc.:''Effect while Broken:'' -:''Effect while Destoyed/Obliterated:'' N/Ait splits the air in front of the ship, protecting the rest of it from damage. Ship The damage from supersonic travel is destroyed.:''Space Used:'' - cuignored (though damage may still occur through hypersonic travel). ft., internal only:''HD/Hardness/Hp:'' 2/5/20:''Price:'' - gp
'''Name:''' Restroom Utilities:''Pre-Requisites:'' -:''Description:'' -:''Effect while Operartional:'' Bathrooms In spite of being a prow, in theory you can add shield prows to the top, bottom, left, right, and stuffbackwards portions of your ship. :''Effect while Broken:'' -:''Effect while Destoyed/Obliterated:'' N/A. Ship However, this is destroyedno use unless your ship travels in those directions.:''Space Used:'' - cu. ft., internal only:''HD/Hardness/Hp:'' 2/5/20:''Price:'' - gp
'''Name:''' Engineering Room:''Pre-Requisites:'' -:''Description:'' -:''Effect while Operartional:'' Engine or core can be worked safetly from here. Contains tools and means for ship maintenance mid-trip. Includes Jeffery's Tubes.:''Effect while Broken:'' -:''Effect while Destoyed/Obliterated:'' N/A. Ship It is destroyed.:''Space Used:'' - cu. ftpossible to have more than one prow at a time., internal only:''HD/Hardness/Hp:'' 4/10/40:''Price:'' - gp
==Mount=='''Broken Condition:''' Damage from supersonic travel is halved instead of negated.
'''Name:''' Weapons Mount:''Pre-Requisites:'' -:''Description:'' -:''Effect while Operartional:'' Mounts a weapon. Internals can retract into the hull External only; requires 10 component space; hardness as a move action.:''Effect while Broken:'' The weapon is damaged, -2 attack and -4 damage.:''Effect while Destoyedvehicle; N/Obliterated:'' Weapon does not work.:''Space Used:'' A hp; weight- cu. ft., internal or externalsee above; [[Cost:''HD/Hardness/Hp:1000 gp]]'' 4/10/40:''Price:'' - gp
'''Name:''' Shield Mount===Wings, Wide===:''Pre-Requisites:'' -:''Description:'' -:''Effect while Operartional:'' Mounts a shield generatorWings provide vertical lift through forward thrust, permitting heavier than air craft to fly without the use of vertical thrust. Internals can retractThe faster speed obtained, but its nonfunctional while retractedthe more carrying capacity the wings gain and as such a vehicle has a minimum fly speed based on their weight. Shields must drop before generators are targetedIf the vehicle travels slower than the listed speed they lose lift and begin to glide down at a rate of 60 ft each round. Subject This is slow enough not to melee attacks.:''Effect while Broken:'' Half benefit.:''Effect while Destoyed/Obliterated:'' No benefitcause damage, shields provided the wings are downstill functioning.:''Space Used:'' - cu. ft., internal or external:''HD/Hardness/Hp:'' 4/10/40:''Price:'' - gp
'''Name:''' Detector Mount:''Pre-Requisites:'' -:''Description:'' -:''Effect while Operartional:'' Mounts Wide wings are particularly large and broad wings that have a camera or radar. Internals can retractgreat lifting power, but its nonfunctional while retracted.:''Effect while Broken:'' Half range to see thingsprevent high speed flight. Camera gets 20Your maximum speed is reduced by 25% miss.:''Effect while Destoyed/Obliterated:'' No range, radar your maneuverability goes up two steps, and your carrying capacity is broken200 lbs for every mph you travel. Thus a plane which weighed 8, camera offline000 lbs would need to travel at a minimum of 40 mph to take to the air.:''Space Used:'' - cu For larger wings and thus more lift, purchase additional wings. ft The bonus to maneuverability does not stack with other wings., internal or external:''HD/Hardness/Hp:'' 4/10/40:''Price:'' - gp
==Propulsion=='''Broken Condition:''' Carry capacity is halved.
'''Name:''' Balloon (Gas):''Pre-Requisites:'' Fuel Tank (gas):''Description:'' -:''Effect while Operartional:'' Provides vertical thrust External only.:''Effect while Broken:'' Thrust reduced ; requires 10 component space; hardness as if medium encumbrance.:''Effect while Destoyedvehicle; N/Obliterated:'' Thrust vanishes.:''Space Used:'' A hp; weight- cu. ft., internal or external:''HD/Hardness/Hpsee above; [[Cost:'' 2/2/10:1000 gp]]''Price:'' - gp
'''Name:''' Balloon (Thermal)===Wings, Maneuverable===:''Pre-Requisites:'' Core (any heat source):''Description:'' -:''Effect while Operartional:'' Provides Wings provide vertical lift through forward thrust, permitting heavier than air craft to fly without the use of vertical thrust only. Runs The faster speed obtained, the more carrying capacity the wings gain and as such a vehicle has a minimum fly speed based on their weight. If the vehicle travels slower than the listed speed they lose lift and begin to glide down at a heat source.:''Effect while Broken:'' Thrust reduced as if medium encumbrance.:''Effect while Destoyed/Obliterated:'' Thrust vanishes.:''Space Used:'' - cu. rate of 60 fteach round. This is slow enough not to cause damage, internal or external:''HD/Hardness/Hp:'' 2/2/10:''Price:'' - gpprovided the wings are still functioning.
'''Name:''' Jet:''Pre-Requisites:'' Core (any):''Description:'' -:''Effect while Operartional:'' Provides heavy thrustManeuverable wings are designed with maneuverability in mind. Requires Your maneuverability goes up three steps, and your carrying capacity is 100 lbs for every mph you travel. Thus a plane which weighed 8,000 lbs would need to travel at a minimum of 80 mph to take to the air.:''Effect while Broken:'' Thrust reduced as if medium encumbrance For larger wings and thus more lift, purchase additional wings.:''Effect while Destoyed/Obliterated:'' Thrust vanishes The bonus to maneuverability does not stack with other wings.:''Space Used:'' - cu. ft., external only:''HD/Hardness/Hp:'' 6/10/60:''Price:'' - gp
'''Name:''' Magical Thrust:''Pre-Requisites:'' Core (any):''Description:'' -:''Effect while Operartional:'' Provides thrust without obvious exhaust.:''Effect while BrokenCondition:'' Thrust reduced as if medium encumbrance.:''Effect while Destoyed/Obliterated:'' Thrust vanishes.:''Space Used:'' - cu. ftCarry capacity is halved., internal or external:''HD/Hardness/Hp:'' 6/10/60:''Price:'' - gp
'''Name:''' Propeller:''Pre-Requisites:'' Core (any):''Description:'' -:''Effect while Operartional:'' Provides thrust.:''Effect while Broken:'' Thrust reduced External only; requires 10 component space; hardness as if medium encumbrance.:''Effect while Destoyedvehicle; N/Obliterated:'' Thrust vanishes.:''Space Used:'' A hp; weight- cu. ft., external onlysee above; [[Cost:''HD/Hardness/Hp:1000 gp]]'' 4/10/40:''Price:'' - gp
'''Name:''' Sail===Wings, Sleek===:''Pre-Requisites:'' -:''Description:'' -:''Effect while Operartional:'' Provides Wings provide vertical lift through forward thrust, permitting heavier than air craft to fly without the use of vertical thrust . The faster speed obtained, the more carrying capacity the wings gain and as such a vehicle has a minimum fly speed based on wind speedtheir weight. Useless in calm windsIf the vehicle travels slower than the listed speed they lose lift and begin to glide down at a rate of 60 ft each round. Speed unique This is slow enough not to wind conditionscause damage, provided the wings are still functioning.:''Effect while Broken:'' Thrust reduced as if medium encumbrance.:''Effect while Destoyed/Obliterated:'' Thrust vanishes.:''Space Used:'' - cu. ft., external only:''HD/Hardness/Hp:'' 2/0/10:''Price:'' - gp
==Prow==Sleek wings are designed to function best at high speeds and provide a sleek profile for your vehicle. Your maximum speed is increased by 25%, your maneuverability goes up one step, and your carrying capacity is 50 lbs for every mph you travel. Thus a plane which weighed 8,000 lbs would need to travel at a minimum of 160 mph to take to the air. For larger wings and thus more lift, purchase additional wings. The bonus to maneuverability does not stack with other wings.
'''Name:''' Ramming Prow:''Pre-Requisites:'' -:''Description:'' -:''Effect while Operartional:'' Technically a weapon thats part of the ship, ram other ships with damage based on speed, and shock damage back.:''Effect while BrokenCondition:'' Shock damage increases.:''Effect while Destoyed/Obliterated:'' Ram destroyed. Weapon useless.:''Space Used:'' - cu. ftCarry capacity is halved., external only:''HD/Hardness/Hp:'' 8/10/800:''Price:'' - gp
'''Name:''' Shielded Prow:''Pre-Requisites:'' -:''Description:'' -:''Effect while Operartional:'' Front of ship is well protected, improved AC/External only; requires 10 component space; hardness.:''Effect while Broken:'' Half AC benefitas vehicle; N/hardness.:''Effect while Destoyed/Obliterated:'' No benefit.:''Space Used:'' A hp; weight- cu. ft., external onlysee above; [[Cost:''HD/Hardness/Hp:'' 10/10/100:''Price:1000 gp]]'' - gp
'''Name:''' Shock Prow===Wings, Swing===:''Pre-Requisites:'' -:''Description:'' -:''Effect while Operartional:'' Helps for supersonic travelWings provide vertical lift through forward thrust, permitting heavier than air craft to fly without the use of vertical thrust. The faster speed obtained, not the more carrying capacity the wings gain and as such a vehicle has a weaponminimum fly speed based on their weight.:''Effect while Broken:'' Transitioning supersonic may break prow.:''Effect while Destoyed/Obliterated:'' Going supersonic is If the vehicle travels slower than the listed speed they lose lift and begin to glide down at a dangerous activity.:''Space Used:'' - cu. rate of 60 fteach round. This is slow enough not to cause damage, external only:''HD/Hardness/Hp:'' 6/10/60:''Price:'' - gpprovided the wings are still functioning.
==Wings==Swing wings have the properties of both [[sleek wings]] and [[wide wings]], though never at the same time. They swing back and forth between the two positions, providing the best of both worlds. The only downside is the considerable weight of the swing wing system and the danger which occurs when it breaks. Changing the orientation of your wings is a standard action.
'''Name:''' Wide WingsBroken Condition:''Pre-Requisites:'' -:''Description:'' -:''Effect while Operartional:'' Heavy vertical lift via forward motion. Retains lift at slow speeds.:''Effect while Broken:'' Lift Carry capacity is decreasedhalved, and you are unable to change the orientation of the wings.:''Effect while Destoyed/Obliterated:'' Lift vanishes.:''Space Used:'' - cu. ft., external only:''HD/Hardness/Hp:'' 4/10/40:''Price:'' - gp
'''NameExternal only; requires 15 component space; hardness as vehicle; N/A hp; weight- see above; [[Cost::1000 gp]]''' Maneuverable Wings:''Pre-Requisites:'' -:''Description:'' -===Wings, Flapping===:''Effect while Operartional:'' Moderate Wings provide vertical lift via through forward motionthrust, permitting heavier than air craft to fly without the use of vertical thrust. The faster speed obtained, the more carrying capacity the wings gain and as such a vehicle has a minimum fly speed based on their weight. Retains If the vehicle travels slower than the listed speed they lose lift and begin to glide down at moderate speedsa rate of 60 ft each round. Maneuverability +1.:''Effect while Broken:'' Lift This is decreasedslow enough not to cause damage, provided the wings are still functioning. :''Effect while Destoyed/Obliterated:'' Lift vanishes.:''Space Used:'' Flapping wings are organic- culooking flexible wings which flap like a bird or insect. This grants them amazing lift, but restricts them to low speeds. In addition they require energy to function. Your maximum speed is reduced by 50%, your maneuverability goes up three steps, and your carrying capacity is 400 lbs for every mph you travel. ft Thus a plane which weighed 8,000 lbs would need to travel at a minimum of 20 mph to take to the air. However, wings take up 1 energy unit of power each round per flapping wing you purchase. For larger wings and thus more lift, external onlypurchase additional wings (which in turn require more energy). The bonus to maneuverability does not stack with other wings. :''HD/Hardness/Hp:'' 6/10/60Broken Condition:''Price:'' - gpCarry capacity is halved.
'''Name:''' Sleek Wings:''Pre-Requisites:'' -:''Description:'' -:''Effect while Operartional:'' Moderate vertical lift via forward motion. Retains lift at high speeds. Easier to use at high speeds.:''Effect while Broken:'' Lift is decreased.:''Effect while Destoyed/Obliterated:'' Lift vanishes.:''Space Used:'' - cu. ft., external External only:''HD/Hardness/Hp:'' 6/; requires 10component space; hardness as vehicle; N/60A hp; weight- see above; [[Cost:''Price:1000 gp]]'' - gp
'''Name:''' Flapping Wings
:''Pre-Requisites:'' -
:''Description:'' -
:''Effect while Operartional:'' Heavy vertical lift via forward motion. Retains lift at very low speeds. Maneuverability +1. Max speed reduced.
:''Effect while Broken:'' Lift is decreased.
:''Effect while Destoyed/Obliterated:'' Lift vanishes.
:''Space Used:'' - cu. ft., external only
:''HD/Hardness/Hp:'' 6/5/60
:''Price:'' - gp
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{{3.5e Sourcebooks Breadcrumb}} → [[Complete Transportation (3.5e Sourcebook)|Complete Transportation]]